The Crow Harvest in Friday DnD Game | World Anvil
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The Crow Harvest

Synopsis:

  The Crow Harvest are a Thieves Guild which is spread throughout Algorath's criminal underbelly. Typically, they work for several other guilds through different means of trade and sale. Finding them is considered extremely difficult, even for other Thieves. No one knows who or what their ultimate goal is, but many people are terrified to say the name, as they are rumored to steal the fur off of a woke bear. Typically, it is the wealthy that find themselves losing many of their valuables.   The Crow Harvest is primarily made up of ex-military members, poor individuals, or the occasional thrill seeker.

Core Beliefs:

  The Crow Harvest may be Thieves, but they do not kill unless it is necessary.   The Crow Harvest does not steal from one another, and can recognize a member by how their hands are. Typically, a Crow Harvest member has a scar on the top of their left hand that is unnoticeable unless someone knows to look for it.   The Crow Harvest steals both legal and illegal items.   All stolen goods go through the Guild, which takes a %20 cut of all appraised pieces. The remainder is then sold through the Gray/Black Market respectively. Once sold to them, the Thief which stole them takes a %80 cut.

Assets:

 

Gear:

  The Crow Harvest provides numerous pieces of illegal gear which can be purchased such as:   - Smokebombs (15 GP): As a bonus action, a user can throw this item into the ground, creating a dense cloud of smoke in a 30ft radius centered at where it was thrown. The area is considered heavily obscured. The user may also decide to use their bonus action and reaction to throw 2 more bombs, making the radius 120ft.   - Crow Hook (450 GP): Grappling hook, range 250ft, finesse. This grappling hook is compacted to look like a rod which hides under the wrist inside a glove. It has a simple auto-pull system which allows a user to automatically climb up without having to make a check. The user must pick a target, such as a ledge, and make a ranged attack against it's AC to lock it in place. Once done, as a bonus action, it can be activated to pull them up. If attempting to pull something towards them, the item must make a DC 15 Athletics check. The system has a max capacity of 250lbs otherwise. You have one arm free, and one hand free as you do this, and can use a bonus action to stop at any point during movement on your turn. Otherwise, you keep moving towards the spot at a rate of 30ft per round. If you are latched onto a creature, the creature is pulled at a rate of 15ft per round, and can attempt to make a DC 15 athletics check to attempt to escape at the end of their turn.  
  • Armor of Shadow Sneaking (25,000): For highest ranking member, this armor (studded leather +1) gives expertise on stealth checks when out of bright light. As well, it also gives advantage on stealth checks.
  • Glass Powder (4 GP): A refined powder which can be thrown into the face of an enemy. Target makes a melee attack with the powder (reach 5ft), finesse, 1d4 piercing damage. On a hit, the target must make a DC 15 constitution save. On a failed save, the target is blinded, and can attempt to make the save again at the end of its turn.
  • - Thieves tools   - Clothes made for disguises   - Various masks made from paper mache or clay   - Bags of Holding   - The Heralds   - The Monster Hunting Guild   - The Assassin's Guild   - The Dark Hawkz    
    X-Ray Ring
    Item | Jun 2, 2023
      -Thermal Contacts (15,000 GP): [Requires Attunement] While wearing these contacts, you can use an action to speak its command word 'The Heat of Ownership Reveals You'. The vision has a radius of 30 feet. To you, anything that has a heat to it shows up in your vision as silhouettes for 1 minute. As well, heavily obscured items such as Darkness, or Fog do not inhibit your ability to interact with an object that has a heat source. If the item or creature does not produce heat, then interacting with it is the same as if you were blind.   Whenever you use the contacts again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

    Poisons:

    All poisons have the same application requirements: Can coat to one weapon, or 3 pieces of ammunition. Applying the poison costs an action, and dries after 1 minute.     - Fulsarbor Venom (800 GP): A clear venom. A target hit with this item must make a DC 14 Constitution Save or else take 4d6 poison damage, or half as much on a successful one. On a failed save, the target takes one level of exhaustion, and is paralyzed. If this reduces the target to 0 HP, the target is stable, and is paralyzed for 3 hours, even after regaining hit points, and takes 1 level of exhaustion.   - Alpha Gholia Poison (600 GP): A thin, purple poison. A target hit with this poison must make a DC 12 Constitution Save, else take 8d6 poison damage, and is poisoned, or half as much on a successful one.   - Blackroot Poison (1000 GP): (1 Use, a tablespoon's amount) An odorless, tasteless powder which must be mixed with a liquid. Once ingested, target must make a DC 18 constitution save. If they do not know they were poisoned, the save is made at disadvantage. On a success, the target takes a level of exhaustion for 1 minute. On a failure, the target falls unconscious for 4 hours.   - Tyir Bark Poison (400 GP): A brown, thick poison. Once hit by a weapon this is applied to, the target must make a DC 13 constitution save, and lose 1 spell slot for the lowest slot available, or take (4d6) poison damage, or half as much on a success.   - Suntoad Poison (650 GP): A yellowish, thin poison. Once hit by a weapon this is applied to, the target must make a DC 17 constitution save. One a failed save, the target takes 2d4 poison damage, and is blinded for up to one minute, or half as much on a success. At the end of each round, the target may attempt the saving throw again.   - Bulat Ivy Poison (800 GP): A thin, green poison. Once hit by a weapon this is applied to, the target must make a DC 16 wisdom saving throw. On a failed save, the target is mute for up to 1 minute. At the end of each turn, the creature can attempt to make the saving throw again.

    Grand Strategy:

      The Crow Harvest work as a collective, with the belief that anyone can turn their lives around, no matter how bad, they just need to bend the rules a little. They care for their members, and understand that a betrayal means a fate worse than death awaits them. They also worship Tiralesk; the God of Thievery and Shadow.

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